Procedural generation has been used in games for a long time, like for generating maps. It's often meh, but if it works well with the gameplay that make it better. It makes the most sense when you could never have the same quantity of hand-made content. Language-based AI or voice generation has similar applications on a large scale, like thinking of giving unique (-ish) dialogues to all pedestrians in a city.
>unique (-ish) dialogues to all pedestrians in a city
It goes way beyond that too, ai architecture to design an entire city and its buildings' interiors, on the fly quest and npc generation, etc, etc, etc.
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Procedural generation has been used in games for a long time, like for generating maps. It's often meh, but if it works well with the gameplay that make it better. It makes the most sense when you could never have the same quantity of hand-made content. Language-based AI or voice generation has similar applications on a large scale, like thinking of giving unique (-ish) dialogues to all pedestrians in a city.
Jump in the discussion.
No email address required.
It goes way beyond that too, ai architecture to design an entire city and its buildings' interiors, on the fly quest and npc generation, etc, etc, etc.
Jump in the discussion.
No email address required.
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